Dan_Ritchie

08-03-2014, 02:12 PM

These are a few requests and ideas for the lightwave devs.

THis thread is primarily about displacement of hypervoxels, but please let me get these out of my system first instead of starting a new thread. Thx.

Can the node editor have access time and frame to create time based effects

Can we get access the surface color, diffuse, transparency, illumination, and specular values from the surface panel.

Can we get SQRT in the math section.

Effector vector fields such as wind appear to be linear interpolated, which apprears very jumpy. Can we get cubic interpolation?

I've spent a lot of time in a recent thread making an argument for normal displacement for single point polygons (and presented a way to calculate a normal for a single point in a cloud of points). Now, let me flip-flop and make an argument for world coordinate displacement for hypervoxel surfaces, which would also be very useful, and would help alleviate the "blobby" problem.

So let me make it an official request: World coordinate displacement maps for Hypervoxel surfaces.

Now let me get specific, and technical.

First of all, I know you can specify world coordinates for a hypervoxel texture. The problem is that voxels are implicit surfaces that are created at a specific threshold of a procedural texture multiplied by the distance from a center point. Since a vector to a center point is mathematically the same thing as a surface normal for a sphere, your world coordinate texture is effectively converted to a normal displacement texture (in and out instead of x,y,z) We could use a texture vector that is added to the distance parameter between the multiplication and the threshold steps.

Think of a world coordinate texture as a vector map that is used for fluid simulations. An element flows through the vector map, and takes on the same motion of its flow. Being able to displace a hypervoxel surface through a world coordinate texture map would bring some extra fluidity to hypervoxels.

THis thread is primarily about displacement of hypervoxels, but please let me get these out of my system first instead of starting a new thread. Thx.

Can the node editor have access time and frame to create time based effects

Can we get access the surface color, diffuse, transparency, illumination, and specular values from the surface panel.

Can we get SQRT in the math section.

Effector vector fields such as wind appear to be linear interpolated, which apprears very jumpy. Can we get cubic interpolation?

I've spent a lot of time in a recent thread making an argument for normal displacement for single point polygons (and presented a way to calculate a normal for a single point in a cloud of points). Now, let me flip-flop and make an argument for world coordinate displacement for hypervoxel surfaces, which would also be very useful, and would help alleviate the "blobby" problem.

So let me make it an official request: World coordinate displacement maps for Hypervoxel surfaces.

Now let me get specific, and technical.

First of all, I know you can specify world coordinates for a hypervoxel texture. The problem is that voxels are implicit surfaces that are created at a specific threshold of a procedural texture multiplied by the distance from a center point. Since a vector to a center point is mathematically the same thing as a surface normal for a sphere, your world coordinate texture is effectively converted to a normal displacement texture (in and out instead of x,y,z) We could use a texture vector that is added to the distance parameter between the multiplication and the threshold steps.

Think of a world coordinate texture as a vector map that is used for fluid simulations. An element flows through the vector map, and takes on the same motion of its flow. Being able to displace a hypervoxel surface through a world coordinate texture map would bring some extra fluidity to hypervoxels.